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Five Technology Trends that Change Everything in Curriculum Design
Social Production- Production costs have gone to “0” in the digital age. Learners are now producers of content; not simply consumers of content.
- Examples: blogs, wikis, podcasts, and video production systems
- Social production technology provides learners with the opportunity to “learn to do.”
Social Networking- Social networks enable affinity groups that build learning.
- Examples: Facebook, Ning, and eLGG
- Social networking provides learners with identity building tools; the opportunity to “learn to be.”
The Semantic Web- Web 3.0 tools are emerging that make the Internet a powerful repository of knowledge.
- Examples: Photosynth and ”friend of a friend” (FOAF) applications.
- The semantic web provides learners with an increasing efficiency to acquire knowledge; the opportunity to “learn to know.”
Media Grids- Media grids create virtual worlds and 3D simulation environments
- New technologies make virtual world processing inexpensive and practical.
- Examples: SecondLife or MPK20 Wonderland (from Sun Microsystems)
- 3D simulations and virtual worlds have the potential to permanently alter our sense of time and space in learning environments.
- 3D simulations and virtual worlds amplify learners’ opportunities to “learn to do” and “learn to be.”
The “New Zoo” Metaphor for Knowledge Creation- Biology opens new windows on the world of information and knowledge creation.
- Decoding the human genome is a significant development in our understanding of knowledge. The rate of new knowledge is on pace to grow at unheard of exponential rates.
- The biology metaphor for knowledge creation amplifies learners’ opportunities to “learn to know.”
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